NetMQ/PyZMQ - Async poller sometimes doesn't recieve message until disposal - c#

I have a DEALER/DEALER connection.
For some reason, there seems to be an importance to who runs first. If I run the C# one (NetMQ), followed by the python one, the message sent via C# will block until the python dealer is running (as expected - Send blocks until it can send). However...
sometimes, the response I send from the python dealer is not received by the C# poller (the method added to ReceiveReady isn't called). This seems to happen when I send a message from C#, then wait a few (tried ~10) seconds before I run the python client.
However the moment I either dispose of the poller on the C# end or the socket on the python end, I get the message (in the C# app, I seem to only get the first message. But if I dispose of the socket on the python end, I get all messages at once).
I'm not sure what's going on. I would have guessed some kind of timeout on the messages, if it weren't for the fact they end up being received.
C# code (about half the lines are just for disposing):
using UnityEngine;
using AsyncIO;
using NetMQ;
using NetMQ.Sockets;
using System;
using System.Threading.Tasks;
public class MsgClient_BASIC : MonoBehaviour
{
DealerSocket socket;
NetMQPoller poller;
private bool requesterIsStarted;
public static MsgClient_BASIC this_msgclient;
private void OnReceive(object s, NetMQ.NetMQSocketEventArgs a)
{
bool more;
string FS = a.Socket.ReceiveFrameString(out more);
Debug.Log(FS);
}
void Start()
{
this_msgclient = this;
ForceDotNet.Force();
socket = new DealerSocket();
socket.Bind("tcp://localhost:5558");
poller = new NetMQPoller { socket };
socket.ReceiveReady += OnReceive;
poller.RunAsync();
}
private void Update()
{
if (Input.GetKeyDown("m"))
{
Debug.Log("Sending S");
socket.SendFrame("S");
}
}
void OnDestroy()
{
Debug.Log("Stopping async poller");
try
{
poller.StopAsync();
}
catch
{
}
Debug.Log("Disposing Poller");
try
{
poller.Dispose();
}
catch
{
}
Debug.Log("Closing socket");
try
{
socket.Close();
}
catch
{
}
Debug.Log("Disposing of socket");
try
{
((IDisposable)socket).Dispose();
}
catch
{
}
Debug.Log("Cleaning up");
NetMQConfig.Cleanup(true);
}
}
Python code:
import zmq
import json
from datetime import datetime as dt
from os import path
context = zmq.Context()
class Client:
def __init__(self,port):
self.socket = context.socket(zmq.DEALER)
self.socket.setsockopt(zmq.LINGER,500)
self.socket.connect("tcp://localhost:%d" % port)
def check_msgs(self):
try:
response = self.socket.recv_string(flags=zmq.NOBLOCK)
except zmq.Again as e:
response = None
print(response)
return response
def send_dict(self,d):
jd = json.dumps(d)
self.socket.send_string(jd,flags=zmq.NOBLOCK)
def destroy(self):
self.socket.close()
context.destroy(5)
print("Destroyed")

Related

0xC0000008: An invalid handle was specified in Hololens 2 using NetQM

I'm trying to send some data to a Python server through a ZMQ Socket. The Python server creates a socket using ZMQ as well.
```lang-python
print("Connecting with Unity Toolkit...")
context = zmq.Context()
socket = context.socket(zmq.REP)
socket.bind('tcp://*:5555')
while True:
request = socket.recv_multipart()
print("Somethings received");
req = json.loads(request[1])
print("Received from Unity Toolkit: ", req)
```
I've tried to communicate with that server using a Python ZMQ client and it works, but when I try to do it with the .NET ZMQ library inside of an Unity 3D project, there is an exception that I don't know how to handle. The NETQMClient I was given (this is legacy code from an older project, but I'm allowed to change it) does something like this:
```lang-csharp
//this lines are executed using a Thread()
AsyncIO.ForceDotNet.Force();
requestSocket = new RequestSocket();
requestSocket.Connect("tcp://192.162.0.104:5555");
isAvailable = true;
while (!clientStopped){
//Debug.Log("Continuing");
}
requestSocket.Close();
NetMQConfig.Cleanup();
//end of the function running on a thread
//...
//later, when a button is pressed
try {
//endpoint is a one-character string that
//the server uses as a cue for something
requestSocket.SendMoreFrame(endpoint);
requestSocket.SendFrame(request); //this a class turned into a JSON using JsonUtility.ToJson
} catch (System.Exception) {
Debug.Log("Something went wrong");
throw;
}
```
Later the C# script waits for a response and I handle that response and use it. The thing is that I've tested it running the client and the server in the same computer and it works. HOWEVER, when I deploy the project into the real Hololens 2 (where the NETQM client runs), I get this error in Visual Studio.
I added the try catch block to see if there was some strange behaviour but there is no Exception in that point. Any hints on the right directions are appreciated.
EDIT: Whole Scripts used in this project for replicating the bug.
This class holds the data that will later be converted to JSON
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Serialization {
public int numPanels;
public bool colorHarmony;
public float colorfulness;
[Serializable]
public Request(int numPanels, bool colorHarmony, float colorfulness) {
this.numPanels = numPanels;;
this.colorHarmony = colorHarmony;
this.colorfulness = colorfulness;
}
}
This is the script with the ZMQ logic
using System.Collections.Generic;
using System.Threading;
using NetMQ;
using NetMQ.Sockets;
using UnityEngine;
public class PythonNetworking {
private bool clientStopped;
private RequestSocket requestSocket;
private byte[] frame;
// for now only one request at a time is supported
public string requestResult;
private bool isAvailable;
public PythonNetworking() {
clientStopped = false;
var clientThread = new Thread(NetMQClient);
clientThread.Start();
}
public void StopClient() {
clientStopped = true;
}
// ReSharper disable once InconsistentNaming
private void NetMQClient() {
AsyncIO.ForceDotNet.Force();
requestSocket = new RequestSocket();
// Computer running the server which must receive the info
requestSocket.Connect("tcp://192.168.0.104:5555");
isAvailable = true;
while (!clientStopped)
{
//Debug.Log("Continuing");
}
requestSocket.Close();
NetMQConfig.Cleanup();
}
public void SetFrame(byte[] currFrame) {
frame = currFrame;
}
// Create queue of requests in case multiple have to be handled
private void SimpleRequest(string endpoint, string request) {
// wait until socket is available
while (!isAvailable) {
//Debug.Log("Socket unavailable");
}
isAvailable = false;
if (request == null) {
requestSocket.SendFrame(endpoint);
} else {
Debug.Log("Sending to Python server: " + request);
try
{
requestSocket.SendMoreFrame(endpoint);
Debug.Log("SendMoreFrame called");
requestSocket.SendFrame(request);
Debug.Log("SendFrame called");
}
catch (System.Exception)
{
Debug.Log("Something went wrong");
throw;
}
}
var msg = requestSocket.ReceiveFrameBytes();
Debug.Log("ReceiveFrameBytes returned a value");
isAvailable = true;
requestResult = System.Text.Encoding.UTF8.GetString(msg);
}
public void PerformRequest(string endpoint, string request) {
requestResult = null;
var requestThread = new Thread(() => SimpleRequest(endpoint, request));
requestThread.Start();
}
}
This is the script making the request when an event is triggered:
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using Microsoft.MixedReality.Toolkit.Input;
using Microsoft.MixedReality.Toolkit.UI;
using Newtonsoft.Json;
public class MyTool: MonoBehaviour {
private PythonNetworking pythonNetworking;
public struct PanelConstraints {
public string name;
public float height;
public float width;
}
public void Start() {
pythonNetworking = new PythonNetworking();
Debug.Log("Tool initialized!");
//called here for debugging purposes, this method is called when a button is pressed
SubmitConstraints();
}
//When a button is pressed
public void SubmitConstraints() {
Debug.Log("Submitting constraints...");
StartCoroutine(CreateRequest("P"));
}
private IEnumerator CreateRequest(string type) {
Serialization.Request request = new Serialization.Request(1, false, 1.0f);
var requestJson = JsonUtility.ToJson(request);
pythonNetworking.PerformRequest(type, requestJson);
yield return new WaitUntil(() => pythonNetworking.requestResult != null);
if (type == "P") {
panelData = JsonConvert.DeserializeObject<List<string>>(pythonNetworking.requestResult);
}
}
}
Finally, the Python server code is:
context = zmq.Context()
socket = context.socket(zmq.REP)
socket.bind('tcp://*:5555')
while True:
request = socket.recv_multipart()
print("Somethings received");
req = json.loads(request[1])
#Data is processed
As per the setup, I'm using Unity 2019.4.26f1, I create a 3D scene, I add a GameObject to it, I attach the script MyTool.cs to it and I attach a button under the previous GameObject. On clicking the button, the SubmitContrainst() method is called (now called automatically in Start() for debugging purposes). This scene is deployed in the Hololens 2 using Visual Studio 2019 (although I've tried to run it in the Game Mode, communicating with a different computer to recreate the deployment environment, that is, with the client and the server in different devices and with different implementations of the library). When the application is about to start in the Hololens, the exception I introduced previously (see screenshot) is thrown. The Python server, running with Python version 3.10.4, doesn't receive anything. TCP communication seems to work, since when I run two Python scripts in different hosts performing client/server communication with ZMQ (using REQ and REP), it works, but I get the feeling this communication doesn't work on the Hololens 2. But this feels very strange because I've managed to communicate the Hololens 2 with another device (using another library, Windows.Networking.Socket).
Would you navigate to [Unity] -> [Player Settings] -> [Publishing Settings] to check the Capability of your project and make sure Internet Client or Internet Client Server is enabled according to the purpose. It can also be reviewed and modified in the manifest file of C# project.
The code around the thrown exception is more like Unity generated, you need to add break point to see if this issue is caused by a failed socket connection.
In addtion, you may also refer to the discussion on Web Socket Client Disconnecting Exception Being Thrown in UWP Builds - Unity Forum.

UDP behavior goes wrong when using two identical scripts in Unity

I attached two of the following scripts to a single GameObject.
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class TestScript : MonoBehaviour
{
static UdpClient udp;
private string udp_message = "";
Thread thread;
public int port = 8888;
void Start()
{
udp = new UdpClient(port);
thread = new Thread(new ThreadStart(ThreadMethod));
thread.Start();
}
// Update is called once per frame
void Update()
{
string port_string = port.ToString();
Debug.Log(port_string + ":" + udp_message);
}
void ThreadMethod()
{
while (true)
{
try
{
IPEndPoint remoteEP = null;
byte[] data = udp.Receive(ref remoteEP);
udp_message = Encoding.ASCII.GetString(data);
}
catch
{
}
}
}
}
Then, I used 8888 as the port for one script, as shown in the following image. The other script used port 8889.
I am using two different ports on 8888 and 8889.
However, when I send data to only the 8888 port, the UDP on the 8889 port also seems to be responding.
What is the cause of this?
How can I fix it?
Well your udp field is static!
Both instances of your component overwrite it with different references in
udp = new UdpClient(port);
So basically whichever script runs last "wins" and you are only ever using that UdpClient instance.
Later both your threads will access the very same udp reference for doing
udp.Receive(...);
Simply do not make you field static and you should be fine ^^
private UdpClient udp;
And to your empty catch block ... I would at least make it
catch(Exception e)
{
Debug.LogException(e);
}
which displays an error in the console but doesn't interrupt the thread.
And then also make sure to clean up!
private void OnDestroy()
{
thread?.Abort();
udp?.Dispose();
}
otherwise you might end up with zomby threads or blocked UDP ports ;)

Send string via TCP on receiving commands

I'm working on a reader program. It is based on Winorms.
I need a code where winform would send via TCP (port 3573) some data on demand. (by demand I mean command GET when program receives it via TCP.
I'm kind of a newbie so this topic looks pretty hard for me to combine all of these: threads, TCPRead TCP Send, Event Handler...
So I need here help with an entire code or examples how to implement it.
I've tried some example codes from internet but none works (threading, TCPreader and TCPsender, event handling by TCPreaded)
On TCP Reader we receive GET and then we send some string lets say "hello world" by TCP Sender
Sockets are really hard to get right, and the API is just... nasty. Since that is just asking for mistakes, I'm going to recommend using the "pipelines" API, which is far more aligned to modern async code and is easier to get right (and has far better options in terms of frame processing). So; here's a pipelines example;
note that this requires Pipelines.Sockets.Unofficial, which is on nuget via:
<PackageReference Include="Pipelines.Sockets.Unofficial" Version="2.0.22" />
(adding this will automatically add all the other pieces you need)
using Pipelines.Sockets.Unofficial;
using System;
using System.IO.Pipelines;
using System.Net;
using System.Text;
using System.Threading.Tasks;
static class Program
{
static async Task Main()
{
var endpoint = new IPEndPoint(IPAddress.Loopback, 9042);
Console.WriteLine("[server] Starting server...");
using (var server = new MyServer())
{
server.Listen(endpoint);
Console.WriteLine("[server] Starting client...");
Task reader;
using (var client = await SocketConnection.ConnectAsync(endpoint))
{
reader = Task.Run(() => ShowIncomingDataAsync(client.Input));
await WriteAsync(client.Output, "hello");
await WriteAsync(client.Output, "world");
Console.WriteLine("press [return]");
Console.ReadLine();
}
await reader;
server.Stop();
}
}
private static async Task ShowIncomingDataAsync(PipeReader input)
{
try
{
while (true)
{
var read = await input.ReadAsync();
var buffer = read.Buffer;
if (buffer.IsEmpty && read.IsCompleted) break; // EOF
Console.WriteLine($"[client] Received {buffer.Length} bytes; marking consumed");
foreach (var segment in buffer)
{ // usually only one segment, but can be more complex
Console.WriteLine("[client] " + Program.GetAsciiString(segment.Span));
}
input.AdvanceTo(buffer.End); // "we ate it all"
}
}
catch { }
}
private static async Task WriteAsync(PipeWriter output, string payload)
{
var bytes = Encoding.ASCII.GetBytes(payload);
await output.WriteAsync(bytes);
}
internal static unsafe string GetAsciiString(ReadOnlySpan<byte> span)
{
fixed (byte* b = span)
{
return Encoding.ASCII.GetString(b, span.Length);
}
}
}
class MyServer : SocketServer
{
protected override Task OnClientConnectedAsync(in ClientConnection client)
=> RunClient(client);
private async Task RunClient(ClientConnection client)
{
Console.WriteLine($"[server] new client: {client.RemoteEndPoint}");
await ProcessRequests(client.Transport);
Console.WriteLine($"[server] ended client: {client.RemoteEndPoint}");
}
private async Task ProcessRequests(IDuplexPipe transport)
{
try
{
var input = transport.Input;
var output = transport.Output;
while (true)
{
var read = await input.ReadAsync();
var buffer = read.Buffer;
if (buffer.IsEmpty && read.IsCompleted) break; // EOF
Console.WriteLine($"[server] Received {buffer.Length} bytes; returning it, and marking consumed");
foreach (var segment in buffer)
{ // usually only one segment, but can be more complex
Console.WriteLine("[server] " + Program.GetAsciiString(segment.Span));
await output.WriteAsync(segment);
}
input.AdvanceTo(buffer.End); // "we ate it all"
}
}
catch { }
}
}
I could write this with raw sockets, but it would take a lot more code to show best practice and avoid problems - all of that ugliness is already hidden inside "pipelines".
Output:
[server] Starting server...
[server] Starting client...
[server] new client: 127.0.0.1:63076
press [return]
[server] Received 5 bytes; returning it, and marking consumed
[server] hello
[server] Received 5 bytes; returning it, and marking consumed
[client] Received 5 bytes; marking consumed
[client] hello
[server] world
[client] Received 5 bytes; marking consumed
[client] world

Cannot figure out how to get Socket to receive data C#

So what I am specifically trying to do is get a serial proxy going to pipe an arduino into Unity3d to run on linux. System.IO.Ports just doesn't work on linux with unity.
So I have gotten a python based serial proxy script, I have that up and running just fine. I can netcat into that localhost and actually get output from the arduino.
nc localhost 8082
g'day from bitty 1.0 -- type 'logout' to disconnect
Connecting to /dev/tty.usbmodem5d11... connected.
HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO
I have the arduino only printing out HELLO on repeat.
But the serial proxy is up and running, and has data going over it.
Now I am trying to write the code in Unity to receive this data, and I just can't get it to work.
This is my code for that:
public Socket socket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
public byte[] buffer = new byte[256];
int pinRead = 0;
void Start ()
{
socket.Connect(IPAddress.Parse("127.0.0.1"),8082);
}
void Update ()
{
if (socket.IsBound)
{
try
{
int bytesRead;
bytesRead = socket.Receive(buffer);
string incommingdata = System.Text.Encoding.ASCII.GetString(buffer);
Debug.Log(bytesRead+" || "+incommingdata);
}
catch (System.Exception e)
{
}
}
bytesRead is ALWAYS 0 and incomingData just doesn't have anything. It connects, and isBound returns true. I just can't get the code right to receive the data and put it in a format that is usable.
Please help. I need to get this working and its far out of my area of expertise. How do I make this work?
So I got this to work using tcpclient objects and some snippets of code that were posted on a random unity blog....
Here it is if anyone wants to see. I would still be really curious to know how to get the Socket implementation functioning though.
using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System;
using System.Text;
using System.IO;
using System.Threading;
public class ArduinoTest : MonoBehaviour
{
private bool socketReady = false;
private TcpClient mySocket;
private NetworkStream theStream;
private StreamWriter theWriter;
private StreamReader theReader;
private string Host = "localhost";
private Int32 Port = 9900;
private int pinRead = 0;
void Start ()
{
setupSocket();
}
void Update ()
{
string read = readSocket();
if (read != "")
{
int value = int.Parse(read);
if ( value > 53)
{
Debug.Log((value-54)+" DOWN");
}
else
{
Debug.Log(value+" UP");
}
}
}
void OnApplicationQuit()
{
writeSocket("logout");
closeSocket();
}
public void setupSocket()
{
try
{
mySocket = new TcpClient(Host, Port);
theStream = mySocket.GetStream();
theWriter = new StreamWriter(theStream);
theReader = new StreamReader(theStream);
socketReady = true;
}
catch (Exception e)
{
Debug.Log("Socket error:" + e);
}
}
public void writeSocket(string theLine)
{
if (!socketReady)
return;
String tmpString = theLine + "\r\n";
theWriter.Write(tmpString);
theWriter.Flush();
}
public string readSocket()
{
if (!socketReady)
return "";
if (theStream.DataAvailable)
return theReader.Read().ToString();
return "";
}
public void closeSocket()
{
if (!socketReady)
return;
theWriter.Close();
theReader.Close();
mySocket.Close();
socketReady = false;
}
public void maintainConnection()
{
if(!theStream.CanRead)
{
setupSocket();
}
}
}
(Sorry I can't post comments yet or would do so there)
BytesRead = 0 typically means the remote side disconnected.
For what it's worth, your code works fine when I run a test TCP server listening for connections on port 8082 and sending out some text messages. So I doubt the problem is on the C# client-side.
Beyond this simple example, "getting this to work" is not necessarily a simple question. Here are a couple things you should keep in mind:
You are making a blocking Receive call, which means you will need to call Update in a loop.
TCP is a streaming protocol, so you might get partial messages or many messages bundled together in the same Read call. Look up "TCP Framing" to get more details on this.
You can try using telnet on this socket, just to see if you can connect to it.
telnet 127.0.0.1 8082

Threading a Synchronous XNA Network

I have been doing several hours of research on a topic that I thought would've been very trivial. So far I've come up empty handed and wanted to see what you guys think. I'm currently messing with XNA (which is actually quite irrelevant now that I think about it) building a client/server architecture for a "game" project. Really nothing more than playing around with networking, animations, etc.
Anyway I've read quite a bit about the differences between Synchronous and Asynchronous networks and the viability of threading synchronous applications to simulate asynchronous behavior and have decided to do just that. Now I know my code isn't pretty but I'm just testing right now. Here's how it's (sort of) set up:
Game is run in the main thread.
On initialization->Connect to server.
Send x position of player class's sprite object to server.
Server receives, acknowledges with a print to console and sends the same data back.
Data is read into a logfile.
I've begun work on a messenger class that will eventually read (or sniff) the packets coming from the server and dispatch them accordingly making draw/update calls as needed. My problem is that I cant figure out how to properly thread the connection method to have that run (and then block?) separate from the Send/Receive loop (or what I'd like to be a continuous loop).
Like I said I'm no expert, I'm just doing this for fun so I may be all over the place. Anyway here are the essentials code-wise:
Networking.cs
using System;
using System.Net;
using System.Net.Sockets;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Threading;
namespace DrawTest
{
class Networking
{
public void StartClient(Messenger m)
{
// Data buffer for incoming data.
StreamWriter _con = new StreamWriter("data.txt");
// Connect to a remote device.
try {
// Establish the remote endpoint for the socket.
// This example uses port 11000 on the local computer.
IPHostEntry ipHostInfo = Dns.Resolve("127.0.0.1");
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint remoteEP = new IPEndPoint(ipAddress,3000);
// Create a TCP/IP socket.
Socket sender = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp );
// Connect the socket to the remote endpoint. Catch any errors.
try {
sender.Connect(remoteEP);
_con.WriteLine("Socket connected to {0}",
sender.RemoteEndPoint.ToString());
while (m.isAlive)
{
m.SocketStream(sender, _con);
}
if (Messenger.mPacket() == "close_socket")
{
_con.WriteLine("Connection closed by client.");
sender.Shutdown(SocketShutdown.Both);
sender.Close();
}
} catch (ArgumentNullException ane) {
_con.WriteLine("ArgumentNullException : {0}",ane.ToString());
} catch (SocketException se) {
_con.WriteLine("SocketException : {0}",se.ToString());
} catch (Exception e) {
_con.WriteLine("Unexpected exception : {0}", e.ToString());
}
_con.Flush();
}
catch (Exception e) {
_con.WriteLine(e.ToString());
_con.Flush();
}
}
}
}
Messenger.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.IO;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
namespace DrawTest
{
public class Messenger
{
byte[] bytes = new byte[1024];
byte[] incBuffer = new byte[1024];
public bool isAlive = true;
Vector2 position = new Vector2(0.0f, 0.0f);
public Vector2 getPos()
{
return position;
}
public void setPos(Vector2 pos)
{
position = pos;
}
public void SocketStream(Socket s, StreamWriter logfile)
{
byte[] msg = null;
int bytesSent = 0;
int bytesRec = 0;
msg = BitConverter.GetBytes(position.X);
// Encode the data string into a byte array.
bytesSent = s.Send(msg);
// Receive the response from the remote device.
bytesRec = s.Receive(incBuffer);
//logfile.WriteLine(Messenger.mDecoder(incBuffer, bytesRec));
}
public string mDecoder(byte[] msg, int size)
{
string DecodedMessage;
byte[] bytes = new byte[1024];
DecodedMessage = Encoding.ASCII.GetString(msg, 0, size);
if (DecodedMessage == "close_socket")
{
isAlive = false;
return DecodedMessage;
}
return DecodedMessage;
}
public static string mPacket()
{
return null;
}
}
}
Think that should do it. The other code is relatively self-explanatory (abstract player/sprite classes and the typical XNA Game.cs)
Thanks in advance for any help!
You may do something along the lines of:
public void SendData(Socket s)
{
byte[] msg = null;
int bytesSent = 0;
msg = BitConverter.GetBytes(position.X);
// Encode the data string into a byte array.
bytesSent = s.Send(msg);
}
void ReceiveData(Socket s)
{
int bytesExpected = 1024; // somehow specify the number of bytes expected
int totalBytesRec = 0; // adds up all the bytes received
int bytesRec = -1; // zero means that you're done receiving
while(bytesRec != 0 && totalBytesRec < bytesExpected )
{
// Receive the response from the remote device.
bytesRec = s.Receive(incBuffer);
totalBytesRec += bytesRec;
}
}
Back in your StartClient class, you should start your receive thread first then send the data:
// Start your receive thread first
Thread t = new Thread(()=>{ReceiveData(sender);});
t.IsBackground = true;
t.Start();
// Then send the data
SendData(sender);
// Wait for the thread to terminate (if you need to)
t.Join(30000);
// Once you close the socket, then it will throw an exception
// in the receive thread (which you should catch) and you can
// exit the thread, thus terminating the thread.
This is roughly how you would start a thread that performs the receive.
Update (based on comments)
I would recommend that you take a look at some of the Patterns for Multithreaded Network Server in C#.
The server side should start a new thread for every client connection accepted and a "connection handler" should take over and manage the sending/receiving of data from there on:
while(serverRunning)
{
Socket clientSocket = serverSocket.Accept();
// You can write your own connection handler class that automatically
// starts a new ReceiveData thread when it gets a client connection
ConnectionHandler chandler = new ConnectionHandler(clientSocket);
// Have an on-client-disconnected event which you can subscribe to
// and remove the handler from your list when the client is disconnected
chandler.OnClinetDisconnectedEvent += new OnClientDisconnectedDelegate(OnClientDisconnected);
mHandlerList.Add(chandler);
}
// When you're terminating the program, then just go through
// the list of active ConnectionHandlers and call some method
// which tells them to close their connections with the clients
// and terminates the thread.
To be even more precise, you are likely to have the very similar behavior with the client's and the server's ReceiveData method: i.e. synchronously send a message back whenever they receive some message. Here is a more realistic example that might help you conceptualize it better:
void ReceiveData(Socket s)
{
int bytesExpected = 1024; // somehow specify the number of bytes expected
int totalBytesRec = 0; // adds up all the bytes received
int bytesRec = -1; // zero means that you're done receiving
while(bytesRec != 0 && totalBytesRec < bytesExpected )
{
// Receive the response from the remote device.
bytesRec = s.Receive(incBuffer);
totalBytesRec += bytesRec;
if(needToReply)
{
// Send another message
SendData(s);
}
}
}
This is a long running thread, of course, so you would generally like to have it run for as long as the player is connected to the internet. The comment about closing the connection and terminating the thread is specifically for the situation where you need to have a graceful exit (i.e. the player quits the game or the rare case that server needs to be shut down).

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